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Model.cpp
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Model.cpp
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/*
* Copyright (C) 2014 Eduardo Pinho (enet4mikeenet AT gmail.com)
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated
* documentation files (the "Software"), to deal in the Software
* without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, subject to the
* following conditions:
*
* The above copyright notice and this permission notice shall
* be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
* KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
* PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "Model.h"
#include <GL/glew.h>
#include <GL/gl.h>
#include <cstring>
using namespace giselle;
using namespace giselle::model;
Model::Model()
: nVertices(0)
, nTriangles(0)
, vertex_arr(nullptr)
, vertex_normal_arr(nullptr)
, index_arr(nullptr)
{}
Model::Model( unsigned int nVertices, unsigned int nTriangles, float* vertex_array,
float* vertex_normal_array, unsigned int* index_array, const Material& material)
: nVertices(0)
, nTriangles(0)
, vertex_arr(nullptr)
, vertex_normal_arr(nullptr)
, index_arr(nullptr)
, material(material)
{
if ((vertex_array != nullptr
&& vertex_normal_array != nullptr
&& index_array != nullptr) && nVertices >= 3 && nTriangles >= 1)
{
this->nVertices = nVertices;
this->nTriangles = nTriangles;
this->vertex_arr = new float[this->nVertices*3];
memcpy(this->vertex_arr, vertex_array, this->nVertices*3*sizeof(float));
this->vertex_normal_arr = new float[this->nVertices*3];
memcpy(this->vertex_normal_arr, vertex_normal_array, this->nVertices*3*sizeof(float));
this->index_arr = new unsigned int[this->nTriangles*3];
memcpy(this->index_arr, index_array, this->nTriangles*3*sizeof(unsigned int));
}
}
Model::~Model()
{
if (this->vertex_arr != nullptr)
{ delete[] this->vertex_arr; this->vertex_arr = nullptr; }
if (this->vertex_normal_arr != nullptr)
{ delete[] this->vertex_normal_arr; this->vertex_normal_arr = nullptr; }
if (this->index_arr != nullptr)
{ delete[] this->index_arr; this->index_arr = nullptr; }
}
Model::Model(const Model& other)
: nVertices(other.nVertices)
, nTriangles(other.nTriangles)
, vertex_arr(nullptr)
, vertex_normal_arr(nullptr)
, index_arr(nullptr)
, material(other.material)
{
if (other.vertex_arr != nullptr)
{
this->vertex_arr = new float[nVertices*3];
memcpy(this->vertex_arr,
other.vertex_arr, nVertices*3*sizeof(float));
}
if (other.vertex_normal_arr != nullptr)
{
this->vertex_normal_arr = new float[nVertices*3];
memcpy(this->vertex_normal_arr,
other.vertex_normal_arr, nVertices*3*sizeof(float));
}
if (other.index_arr != nullptr)
{
this->index_arr = new unsigned int[nTriangles*3];
memcpy(this->index_arr,
other.index_arr, nTriangles*3*sizeof(unsigned int));
}
}
Model::Model(Model&& other)
: nVertices(other.nVertices)
, nTriangles(other.nTriangles)
, vertex_arr(other.vertex_arr)
, vertex_normal_arr(other.vertex_normal_arr)
, index_arr(other.index_arr)
, material(other.material)
{
other.vertex_arr = other.vertex_normal_arr = nullptr;
other.index_arr = nullptr;
}
unsigned int Model::getNVertices(void) const
{ return this->nVertices; }
unsigned int Model::getNTriangles(void) const
{ return this->nTriangles; }
const float* Model::getVertexArray(void) const
{ return this->vertex_arr; }
const float* Model::getVertexNormalArray(void) const
{ return this->vertex_normal_arr; }
const unsigned int* Model::getIndexArray(void) const
{ return this->index_arr; }
bool Model::isConsistent(void) const
{
if (this->vertex_arr == nullptr ||
this->vertex_normal_arr == nullptr ||
this->index_arr == nullptr)
return false;
for (unsigned int i = 0 ; i < this->nTriangles*3 ; i++)
if (this->index_arr[i] >= nVertices) return false;
return true;
}
const Material& Model::getMaterial(void) const
{
return this->material;
}
void Model::setMaterial(const Material& material)
{
this->material = material;
}